using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace CrystalWars
{
 
    public class Item
    {
        //class equipable
        //////class weapons
        //////class armors
        //////class hats?
        //////class secondary - aka pendants, charms, stuff

        //class consumables
    }
    public class State  //need a state object for keeping track of the states? If so, here it is. 
    {

    }
    public class Field
    {
        //example field = { 0,0  0,1  0,2 }
        //                { 1,0  1,1  1,2 }
        //                { 2,0  2,1  2,2 } //enrties are not coma seperated values, but integers representing height
        private int[,] field_heights;
        public Field(int size_height, int size_width)
        {
            field_heights = new int[size_height, size_width];
        }
        public Field(int[,] new_field)
        {
            field_heights = new_field;
        }
        public int[,] get_field()
        {
            return field_heights;
        }
        public int get_height() // aka: Y
        {
            return field_heights.GetLength(0) - 1;
        }
        public int get_width() // aka: X
        {
            return field_heights.GetLength(1) - 1;
        }
        public int get_tile_height(Vector2 tile)
        {
            return field_heights[(int)tile.Y, (int)tile.X];
        }
    }
}

